with itemChange watching SceneChange is more efficient than connecting
to the windowChanged signal, also this won't arrive during teardown,
aoiding the "destructor already ran" assert.
* speeds up incremental builds as changes to a header will not always
need the full mocs_compilation.cpp for all the target's headers rebuild,
while having a moc file sourced into a source file only adds minor
extra costs, due to small own code and the used headers usually
already covered by the source file, being for the same class/struct
* seems to not slow down clean builds, due to empty mocs_compilation.cpp
resulting in those quickly processed, while the minor extra cost of the
sourced moc files does not outweigh that in summary.
Measured times actually improved by some percent points.
(ideally CMake would just skip empty mocs_compilation.cpp & its object
file one day)
* enables compiler to see all methods of a class in same compilation unit
to do some sanity checks
* potentially more inlining in general, due to more in the compilation unit
* allows to keep using more forward declarations in the header, as with the
moc code being sourced into the cpp file there definitions can be ensured
and often are already for the needs of the normal class methods
After porting the desktop background window to the layer-shell protocol,
the desktop window is not raised up in the stack anymore when the
showing desktop window is activated. The main reason to avoid this is to
avoid fighting and overriding layer shell logic.
As another way to implement the show desktop mode, this change makes the
workspace hide windows that don't belong to desktop.
It's a better solution for a couple of reasons: "keep above" and other
overlay windows will be properly hidden and it lets us avoid touching
the stacking order.
BUG: 387593
BUG: 406101
BUG: 469827
This patch adds mechanisms to find and interact with windows to the
scripting API:
- workspace.windowAt provides a way to list the windows at a given
location on the screen.
- workspace.stackingOrder provides a list of all windows in the order
they are stacked on the screen.
- workspace.raiseWindow provides a mechanism to bring a given window to
the top of that list, making it visible above all others.
Signed-off-by: Antonio Russo <aerusso@aerusso.net>
Currently it makes an assumption that the name of a scripted effect
starts with "kwin4_effect_" prefix, which has its issues. For example,
it will stop working if we choose to use simpler naming scheme.
This change reworks how the generic scripting kcmodule is constructed.
Instead of guessing kpackage type, make relevant kcms pass it explicitly
via the arg list.
KPluginMetaData::KPluginMetaData(QString) assumes that the file
specified in the string corresponds to a binary plugin now, not a
metadata file.
This fixes scripted effect kcms not working.
Currently windows are scattered in a few separate lists. If you need to
go through the windows, you have to do it piece by piece. On the other
hand, with the overhaul of window types, we've started converging
towards one universal type: Window. Keeping windows in the separate
buckets goes against this design.
Workspace::stackingOrder() already contains all windows. This change
repurposes Workspace::allClientList() from a list of "normal" windows to
all windows, i.e. Workspace::windows(), to be consistent.
There's one API change though. Scripting API will expose other window
types too. This is an intentional change so scripted effects could
operate with all windows. It also matches the current behavior observed
in libkwineffects, which exposes all windows as well.
kwineffects.h is included in many files and not everyone needs the
RenderTarget and RenderViewport, so forward declare them to reduce the
amount of parsing work for the compiler.
Instead of calling effects->renderTargetRect() and effects->renderTargetScale(),
pass the actually used render target and viewport in all the necessary methods.
This ensures that if an effect renders a screen with a modified scale or
projection matrix, the modified values get used instead of the "global" ones
The ShortcutHandler type provides scripts QML idiomatic way to register
global shortcuts.
There's one caveat about this API though. Since KGlobalAccel does not
allow to change the shortcut by repeating KGlobalAccel::setShortcut(),
the ShortcutHandler requires the default shortcut to be set before it's
constructed.
This signal exists as a convenience helper, but it's not always emitted
as it's advertised to work. Instead of fixing it, let's drop the signal
to simplify virtual desktop code. Its effects can be accomplished by
monitoring Window::desktopChanged() and VirtualDesktopManager::currentChanged()
signals in effects and scripts where needed.